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layout(points) in;
layout(line_strip, max_vertices=2) out;
#ifdef USE_WORLD_CLIP_PLANES
uniform int WorldClipPlanesLen;
#endif
flat in vec4 v1[1];
flat in vec4 v2[1];
void main()
{
for (int v = 0; v < 2; v++) {
gl_Position = (v == 0) ? v1[0] : v2[0];
#ifdef USE_WORLD_CLIP_PLANES
for (int i = 0; i < WorldClipPlanesLen; i++) {
gl_ClipDistance[i] = gl_in[0].gl_ClipDistance[i];
}
#endif
EmitVertex();
}
EndPrimitive();
}
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